#version 450
layout(location = 0) in vec3 outUV;
layout(location = 0) out vec4 fragColor;

// layout(set = 0, binding = 0) uniform sampler2D noisyTxt;

// layout(push_constant) uniform shaderInformation {
//     float aspectRatio;
// } pushc;

void main() {
    vec3  uv    = outUV;
    float gamma = 1. / 2.2;
    // fragColor   = pow(texture(noisyTxt, uv).rgba, vec4(gamma));
    fragColor   = vec4(uv, 1.0);
}
